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matrix-engine-wgpu

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obj sequence anim +HOTFIX raycast, webGPU powered pwa application. Crazy fast rendering with AmmoJS physics support. Simple raycaster hit object added.

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export let fragmentWGSL = `override shadowDepthTextureSize: f32 = 1024.0; struct Scene { lightViewProjMatrix : mat4x4f, cameraViewProjMatrix : mat4x4f, lightPos : vec3f, } @group(0) @binding(0) var<uniform> scene : Scene; @group(0) @binding(1) var shadowMap: texture_depth_2d; @group(0) @binding(2) var shadowSampler: sampler_comparison; @group(0) @binding(3) var meshTexture: texture_2d<f32>; @group(0) @binding(4) var meshSampler: sampler; struct FragmentInput { @location(0) shadowPos : vec3f, @location(1) fragPos : vec3f, @location(2) fragNorm : vec3f, @location(3) uv : vec2f, } const albedo = vec3f(0.9); const ambientFactor = 0.7; @fragment fn main(input : FragmentInput) -> @location(0) vec4f { // Percentage-closer filtering. Sample texels in the region // to smooth the result. var visibility = 0.0; let oneOverShadowDepthTextureSize = 1.0 / shadowDepthTextureSize; for (var y = -1; y <= 1; y++) { for (var x = -1; x <= 1; x++) { let offset = vec2f(vec2(x, y)) * oneOverShadowDepthTextureSize; visibility += textureSampleCompare( shadowMap, shadowSampler, input.shadowPos.xy + offset, input.shadowPos.z - 0.007 ); } } visibility /= 9.0; let lambertFactor = max(dot(normalize(scene.lightPos - input.fragPos), normalize(input.fragNorm)), 0.0); let lightingFactor = min(ambientFactor + visibility * lambertFactor, 1.0); let textureColor = textureSample(meshTexture, meshSampler, input.uv); return vec4(textureColor.rgb * lightingFactor * albedo, 1.0); // return vec4f(input.fragNorm * 0.5 + 0.5, 1) // return vec4f(input.uv, 0, 1) // return vec4(textureColor.rgb , 0.5); }`